Elgoron
|
"Despite his blunt manner, our dwarven companion speaks the truth. Our first visit in this town was intended to help end some menace threatening its safety, and instead we were attacked ourselves by what seems to be a cult of some sort. Surely fellows of your more ascetic nature would like to share some "enlightenment?"
diplomacy: 1d20 ⇒ 13
| Ping Ibbleting |
"And that 'priestess' was calling to someone."
Ping pulls her quarterstaff free and tries her best to look calmer than she felt.
Well, and wasn't there something about snakes in that intro we read?
Huh? What 'intro?'
Uh, I guess we need to roll a Knowledge check?
Roll a WHAT now?
Knowledge(Religion): 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge(History): 1d20 + 3 ⇒ (14) + 3 = 17
Knowledge(Local): 1d20 + 3 ⇒ (14) + 3 = 17
Perception(Are the tattoos similar to the Holy Symbol on the priestess?): 1d20 + 1 ⇒ (14) + 1 = 15
| GM Tribute |
No insight is gained about the snake tatoos beyond the obvious knowledge that snakes are a large symbol of evil--and many evil dieties use snakes as symbols.
Then the unstunned monk replies:
"You are wise to question our motives and loyalties. But at the moment I just want to get out of here alive with my associates."
I assume everyone is delaying unless someone wants to interrupt the parley. The monk has just spoken about one round=six seconds of converstion.
| Ama Freewater |
Nodding, Ama took a step back and stood down, though she did not lower her shield. While she was uncomfortable with letting them go, she would rather not have to deal with another death so soon. Her gaze was even. "Go then. We will not seek to harm you as you leave, but we are claiming this temple." Ama looked at the Ping and the others, to see if there was any opposition, and seeking to stop it for the moment.
"Should we meet again, I fear we will be at odds." Ama did not look too happy about that, but she would take a small gain for now. Maybe it would be enough time for them to gain a foothold and figure out what was going on. "May it not come to that."
Diplomacy:1d20 + 7 ⇒ (1) + 7 = 8
Elgoron
|
Elgoron moves to the side, staying out of arm's reach of the passing monks.
what if they bring more enemies?
we'll have to deal with that as it comes. We can't afford extended battles right now with most of us underequipped and with various injuries building up.
we really need to find that ring. I'm really getting nervous knowing that my spells could fail...wait, my spells? or--
shush.
| Belrain the Acolyte |
"Wait, you trust these guys? They've got snake tattoos all over them..." Belrain says. He holds his club and shield ready, but does not stand in their way if they try to leave. He eyes them suspiciously.
Sense Motive 1d20 + 3 ⇒ (7) + 3 = 10
| GM Tribute |
Slowly the stars clear from the eyes of one of the monks, but he is still stunned. Shaking his head, he adds to the conversation.
"We want no more of your magic. But we did hear all that yelling, and decided not to intervene. Although we serve an evil master, we can easily see leaving the temple."
The monk by Ping and Bizzlemont speaks with confidence: "Our forces are fairly evenly matched. A fight would severely weaken the victor and cost everything for the loser."
Consider another six seconds of conversation. Note: the advantage of the color spray effects are going away.
The monks wait for a response.
| Flaeg |
Tell me about your master. If he leads the cult, I'll kill him. Don't tell me, and I'll kill you. You want to make me angry?
bluff: 1d20 - 2 ⇒ (6) - 2 = 4
Sense Motive (DC 7): 1d20 + 1 ⇒ (15) + 1 = 16
| Bizzlemont Blacktop |
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10
Kn, Religion: 1d20 + 8 ⇒ (16) + 8 = 24
Bizzlemont considers the monks very carefully before speaking. "If you give us your word you will leave this village, then we will allow you to depart without harm. You must also tell us where the heart of the cult is, and who leads it. Trivial information if you are leaving anyway."
| GM Tribute |
"Trivial information if you have no respect for order or your word and no sense of loyalty. Since you allowed us a slight respite, your big guy there can take the first shot."
The large muscled monk seems to have recovered from the color spray and takes a martial stance. He motions to Flaeg using a come here gesture while keeping his guard up.
You can't help but think of old Bruce Lee films.
| Flaeg |
Flaeg peers around, giving his companions a moment to speak up to avoid further bloodshed (and heal Terion & Strang).
----
A bit later - whenever everyone is ready GM
Then, he turns back to the tattood men.
You sure you want to do this the hard way? Fine by me, but don't be thinking to beg for mercy later.
Greataxe, PA: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
damage: 1d12 + 4 + 3 ⇒ (7) + 4 + 3 = 14
| Ping Ibbleting |
Ping moves between Flaeg and the beefy monk.
"Hasn't there been enough bloodshed? Please just let them be on their way."
The pink-haired gnome then looks at the monks.
"Please, we just want to make this place safe again. I saw the people on our way in the first time. They live in fear. Surely you can see that isn't right."
Diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9
| Ama Freewater |
Ama moved to intervene between Flaeg and the monk as Ping did, shaking her head calmly. "You do not attain their level of skill without discipline, and you cannot maintain such discipline without dedication. As he said, a fight is in neither his interest or ours." While she did not like the situation, she respected the decision, and offered the monk a slight bow as she had been taught. "Please, go in peace."
Whatever her motivations, Ama did wish these monks gone, and to reinforce it again, she channeled the energy inside her once more, both to maintain her sincerity and help wake Strang. Nor did she fully trust them, but she would take what they could get. She looked at Elgoron and Belrain to see what their reactions were.
Channel:1d6 ⇒ 5
| GM Tribute |
The older monk standing by Bizzlemont speaks:
"If you wait too long, there will be no people left to live in fear left."
As they begin to lead their blind companion out. He adds some advice"Trust no one."
Sounds like he is an X-Files fan :-)
The strong, muscular man uses the tatoos and his fingers as teeth to make his arm look like a biting snake.
"Remember, mess with the snake, and you get the fangs."
| Strang |
"Ohh, MAN! What happened? Did I get beat up again? G#*+*&it, what the hell, guys?!" gripes Steve, curled up in pain on the floor as dreams of a man in dark trench coat smoking a cigarette faded away.
What'd ya' think happened? It'll be dead, next time, if you don't get your head out your ass! Uhh, what's going on here...? I'm supposed to be me, not that voice!
| Bizzlemont Blacktop |
Bizzlemont breathes deeply. "That was close. I think they were going to be some trouble for us." He looks at the others. "Now what do we do? They pretty much confirmed the cult is evil, even being honest about it."
Elgoron
|
Elgoron remains silent at the exchange and stays aside as the monks move to leave.
what if they have the ring?
unlikely. monks like those probably don't care much for jewelery or valuables. Besides, I can always bond with another item, expensive though that may be.
Wait, I don't remember that rule. Wish I'd read that more closely.
Read what? And what 'rule?' When this is over, I intend to find out what all this internal dialogue is, and I intend to purge it.
Purge?! I'm not a ghost! I'm...I mean you're...no it is me, err...
"SILENCE!"
Elgoron looks rather nervous at the awkward outburst, too late realizing that his "internal dialogue" had suddenly become external.
"Ahem. Sorry. My thoughts tend to, erm, get away from me at times. Have to silence that jumble of ideas somehow. Carry on."
sorry.
| Belrain the Acolyte |
Sense Motive 1d20 + 3 ⇒ (19) + 3 = 22
Belrain nods, and steps aside for the men to depart. Once they're gone, he looks troubled. "Those were bad guys, but they will keep their word." he says. Hey, aren't we supposed to kill the bad guys?
"Well, though they said they'd leave, nothing they said suggests they won't just ambush us elsewhere if they feel like it." he says and looks around the area.
Perception 1d20 + 4 ⇒ (17) + 4 = 21
"Hey, look at this! There's lots of signs of people going this way, but no exit?" Belrain exclaims, pointing to the last cell.
| Strang |
When Belrain mentioned the cell with people going in and out, Steve (Strang?) said, "Duhh, it's their secret exit. All evil people have secret exits. Don't you know anything about dungeons and dragons?!"
Elgoron
|
"I doubt any of us have faced a dragon, Strang. Even I only know so much about them."
No, he's talking about the--wait, nevermind.
"Besides, this is still a temple of Gozreh. It's just as likely it's their escape route in case of a siege on the town. My only concern is that if we go down, we trap ourselves in unknown territory ripe for further ambush." Elgoron gently grasps his chin with thumb and forefinger in a ponderous motion. "Any thoughts?"
| Ama Freewater |
There was a sigh of relief, now that the monks had supposedly departed. "We prepare." Ama had a serious look on her face as she was considering the possibilities of what they had just done. "We ascertain that no one else is here, claim what remains, then interrogate the priestess' protector and bury the priestess if we can. This hole can wait, but I doubt the others that inhabit the town will if any of the monks speak to others. This temple is a place to stay, but it is now known."
Ama's face hardened as she looked in the direction that the monks departed, considering what would happen if they were caught once more. "I have been captured and held once. I doubt they would give us a second chance." Ama removed her shield, and set it to her back to carry it easier. "The easiest way to not get caught is to not be found, is it not?"
| Bizzlemont Blacktop |
"What are you talking about? This is the way in. We take the fight to the cult, not wait for them to react. We can't stay here and if we leave, we'll find it doubly defended later. Besides my familiar is still held by them and I'm not just going to let him suffer if I can help it."
Elgoron
|
elgoron lays a hand on the excitable gnome's shoulder. "Steady, Bizzle. You're a wizard; you know fighting is not the first recourse. We must use our wits on this. The loss of your familiar is similar to that of my ring, and I empathize heavily with the need to recover them both. But we are underequipped, uninformed, and in unfamiliar territory. We must be sensible with our choices or risk worse than capture."
Regarding the secret entrance, Elgoron muses further. "that tunnel may indeed lead to all our goals, and it may lead to a trap set just for us. I believe we should create more certainty before causing more uncertainty. We should secure the temple completely first, to ensure no one is waiting to follow us down and flank us. When we prepare to go down, we should also do our best to remove any footprints leading to our path, and try to obscure the tunnel as it was when we found it. If any pursuers decide to track us, that should buy us a little extra time."
Elgoron
|
"I don't know that there's much left to explore up here, but I would feel a bit safer knowing that any pursuers will be slowed by any barricades we put up. There's also the matter of Junip. If he was party to this plot, I'm not keen to leave him behind us, calling for help or escaping his bonds to come after us. If he's innocent, he may just as likely decide to help us, and we could use the muscle if we're about to invade the headquarters of a cult."
| Bizzlemont Blacktop |
Bizzlemont takes a deep breath. "Fair, Elgoron. I was getting ahead of myself again. You know how excitable I can be sometimes. But I don't think we want to linger here too long. Putting up defenses would be time consuming. Let's ensure we've explored the whole building and then we can return to Junip."
| GM Tribute |
The only unexplored spot is the left turn at the end of the hall of statues, which is shown to lead to stairs UP.
This required passing through the temple main chamber. The temple is still quiet.
Up or down? Healing and channeling positive energy are inherently good acts. Poison, inflicting disease, and negative energy are evil. That is the old school way.
| GM Tribute |
Terion1d20 + 1 ⇒ (16) + 1 = 17
Strang1d20 + 3 ⇒ (2) + 3 = 5
Ama1d20 + 3 ⇒ (20) + 3 = 23
Belrain1d20 + 0 ⇒ (8) + 0 = 8
Bizzlemont1d20 + 1 ⇒ (7) + 1 = 8
Elgoron1d20 + 3 ⇒ (14) + 3 = 17
Ping1d20 + 3 ⇒ (14) + 3 = 17
Flaeg1d20 + 1 ⇒ (15) + 1 = 16
zombies1d20 + 1 ⇒ (8) + 1 = 9
Round 1
Ama 23<<<
Elgoron 17<<<
Ping 17<<<
Terion 17<<<<
Flaeg 16<<<<
Zombies 9
Bizzlemon 8
Belrain 8
Strang 5
Terion notices zombies nearby in two rows as he enters the room.
Map in campaign tab and top of map updated. Everyone has editing priveleges, so move character on map.
| Flaeg |
Round 1
HP 17+2/17+2 Rage 3/8
Stormfather's Bones! Those corpses are moving!
Flaeg raises his axe, but appears conflicted as to his next action.
Oh my god! I've never seen a dead body before!
Shut yer trap! I killed that witch earlier, remember?
No.. no.. these have worms.. and they're rotting ... and they're falling apart... and look at that one! I can see his brains! I'm not getting that nasty sh*t on me!
Stormfather, boy! Don't you have a pair of stones?
I'm staying right here!
No, I'm not. Move!
Make me.
Grrrrrrrraaaaaaaahhhh!
After no more than a few seconds, he lets out a mighty roar, and charges the nearest zombie.
Grrrrrrrraaaaaaaahhhh!
Free Action: Rage
Full Round Action: Charge to L6 and attack the Zombie in M7
Greataxe, Power Attack, Rage, Charge: 1d20 + 5 - 1 + 2 + 2 ⇒ (5) + 5 - 1 + 2 + 2 = 13
Damage: 1d12 + 4 + 3 + 3 ⇒ (5) + 4 + 3 + 3 = 15
I can't seem to edit the map at work. If someone can put me in L6 that would be grand.
| Terion Stoutheart |
I cannot edit the map also.
Terion takes a single step forward (to K5) and comments to his companions - We need a quick light source in here! Anyone?!
Mechanics: 5' step and hold action - if a zombie approaches he will attack it, otherwise he will go as soon as we have a light source
WHAT is that?! Zombies?! REALLY?! How cool is this?!
| Ping Ibbleting |
Ping hears the call for a light and begins to cast a spell. After few moments of quiet singing, four bright motes of light appear in the room.
| GM Tribute |
Delaying till Ping will give light.
Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.
Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims.